What about an optional setting?Yep. Maybe things like this could make it into a community driven patch, then we would make the AI build less worms.
I could argue (actually, I do) that glaring conceptual flaws amount to bugs.
What about an optional setting?Yep. Maybe things like this could make it into a community driven patch, then we would make the AI build less worms.
Optional = 200% work on 200% of space you have to find in the code. Ask Yitzi (ac2 forums) about making things optional, he is a true master at that. All I can do is a reevaluation of the fonction, maybe there is a middle solution that will work even with minerals reduced. I have my doubts but we will see.What about an optional setting?
Yes, I have noticed that as well. It seems a complex problem. One source is being tackled in the patch. Factions with focus on power and non-focus on wealth are susceptible to build too many units in their bases, especially if the bases have lower population. It has an asphyxiating effect. The victims are Spartans and Believers, though the latter ones tend to throw their units on the enemy and thus to avoid the problem. The patch should prevent and solve this. I have got an improved version for SMAX now on my HD.Any idea what causes the AI to build so many units that they run out of minerals ? Current game, sparta is going nuts, 41 units currently in 9 bases with 25 pop overall. And they are building new units in every single base.
And this!No, really. It's like they do not know what armor is. Any AI should be taught to learn High Energy Chemistry before 2150.
Both. They need more quality defenders. Maybe scout patrols shouldn't qualify as defenders with the passage of time?Is the problem the numbers of defenders or the pure fact they persist with 1-1-1? Or both?
I will have to check. I think I've seen Centauri Preserves before. Don't remember about ToP, though, by the time those are available the game is won long ago.Has anybody seen AI build Centauri Preserve or Temple of Planet?
It could be remedied 'by hand' through assigning some crazy values to HEC, but the unfortunate by-product is that its cost in trading procedures skyrockets, with the AI willing to pay stupid amount of money or even trade bases for it. It is valuable, but not that valuable.And this!
Hey, not a bad idea, I take it as a solid base. The best solution, if AI would upgrade them, but that is a complex problem... and I have never seen units dismissed by AI, but there may be more findings later.Both. They need more quality defenders. Maybe scout patrols shouldn't qualify as defenders with the passage of time?
Not necessary, AI is able to beeline for a tech. Only its "inner cost" goes up, when it chooses research. What a human player gets with "blind research", is the inner AI routine plus RNG.It could be remedied 'by hand' through assigning some crazy values to HEC, but the unfortunate by-product is that its cost in trading procedures skyrockets
Other than value civics (good tip), they are all in the code. The trick may be in switching on only a few of the beelines at the right time. Shooting too many birds at the same time gives poor results. 2, max 3 beelines. Right now, it all works base on the AI focus, but it should be situational.Centauri Ecology - obviously. Techs that grant Value civics - those are usually beneficial. Gene/EcoEng/EnvEcon line for lifting restrictions. Orbital Spaceflight (the AIs love rockets - and they are easy to use). Adv. Military Alrorithms (but that's on the way to Fusion reactor and Spaceflight). Applied physics and Impact weaponry. Clean reactor
Do they upgrade units at all?The best solution, if AI would upgrade them, but that is a complex problem...
I have found out that giving AI different priorities (Conquer/Research/Build/Explore) makes them go for very different tech paths. Gaia, for example, love the EnvEcon line, while Morgan favors the Armor tech line for some reason, and University prefers Fusion and Pre-Sentient Algorithms and is often the first to get them.Shooting too many birds at the same time gives poor results. 2, max 3 beelines. Right now, it all works base on the AI focus, but it should be situational.
The code is there, but I don't know why it does trigger so rarely. Maybe the lack of funds? AI spends horribly lot on hurrying everything, I have tried to make it selective. We will see. (Or try to give them lots of BC in editor and watch if they upgrade... Don't know.)Do they upgrade units at all?
AI has a "recon" unit plan and uses it, esp. early. It looks fairly good with speeder chassis, but scout patrols are... well, scout patrols. I can tone down the production a bit. On the other hand, I really appreciate the game does not cheat (unlike many, many others) and the AI needs to scout, I'd rather not give this feature up. Recon units are used as auxiliary defense units, but only a given number can do so (lower threshold of ideal defense). I can also raise this lower threshold with time - AI will stop using them from turn X, for instance.By the way, AI has Scouts as a separate Unit Plan assigned in the unit section (the one that defines formers, transports etc). Do you know what does that determine?
Hmm, I guess obsolete comes with upgrading. Nice idea, we can surely desing a trance patrol or police patrol immediately. Whether AI can upgrade them, it must be seen. And tried.About them scout patrols: What about telling the AI to make Empathic Trance Scout patrols and obsolete normal ones as soon as it can? That might the AI a bit, both against the native life and worm-rushes. The moment I learn Secrets of the Human Brain, I obsolete my scout patrols.
Actually, I think I can trigger certain things happening after X techs researched. I am cautious about AI individuality and flavour too, but we need more practical and situational choices from AI. The problem is, beelining after the war begins is in 90% cases too late.I don't want to diminish factions' individuality, but there need to be at least some techs that add to a faction's basic survivability in the research queue. ...I am not sure I want each and every faction get it ASAP, though, but within first 9-10 techs? It would probably be worth it.
What exactly do you mean by "needs to scout" ?On the other hand, I really appreciate the game does not cheat (unlike many, many others) and the AI needs to scout
There is probably a bug in pathfinding. Sometimes they send units to the other half of the map, seemingly without purpose. It is highly annoying to see them do this with their second or third Colony Pod.I've seen one of Zaks colony pods trying to make a 60+ turn trip when he had 2 bases while he didn't even have full visibility of his own base radius when I switched to him.
The most common occurence of AI dipping into the negatives could be observed when you sell them techs, especially when pacted. There is no check to see if they have enough.Have anybody seen Spartans dip into negative credits?
Could it be that the AI never reevaluates movement orders ? Only once they either arrive or get stuck it remembers that unit ?Another big offender (and I think I wrote about this one) is that sometimes AI colony pods forget what they were doing. The AI sends those to a location, seemingly to start a base, and once they arrive, it sends them elsewhere, or possibly even back where they came from.
The game is a mess.
Nope. No units. Just some messed up pathfinding.Enemy/native units showing up would be the only thing that seems valid there
I wonder why do jungles have such density of bases. Is extra food all there is to it? Or does AI calculate the production value of all nearby squares, see it going through the roof from all the +1 food tiles, and decides that this is the best spot ever?
Could it be that the AI never reevaluates movement orders ? Only once they either arrive or get stuck it remembers that unit ?Nevill said: ↑Another big offender (and I think I wrote about this one) is that sometimes AI colony pods forget what they were doing. The AI sends those to a location, seemingly to start a base, and once they arrive, it sends them elsewhere, or possibly even back where they came from.
SMAX, Yitzi patch, 3.4 I think.Nim, are these pictures from SMAC 444p patch or from an unpatched game?
You should be able to click on the pic to enlarge it, it's actually 1920x1200.What happened on the map, is a bit hard to tell. Either there was another base between them, that went down to a worm (my tip). Even if not so, are there many good places for a base? AI takes arid squares for 0 value and it actively dislikes fungus in neighbourhood, and rightly so, since it is unable to protect its own formers against worms, with notoriety.
I am relieved to hear it. I believe the AI patch does slightly better job at choosing the right place, but you will see. Part of the fungu-phobia was removed, the low distance is a bit more important. And it does better job at making resources worthwile with terraforming.SMAX, Yitzi patch, 3.4 I think.
Nah. It does a good job of colonizing landmarks. If anything, I'd like it to appreciate regular spots more. If it does not terraform it, how else would the land improve?All AIs have a deep appreciation of landmarks. I may have to tone it down, if necessary.
One of Yitzi's patch most welcome features was the option to mod which units produce pacifist drones and under what conditions. There were requests to have a separate mode specifically for the AI. If implemented, AI opponents could be set to not get a penalty for planes - or if one wants to, for any units at all.
Well, you lose a base for any kind of meaningful development (you do not want to develop a crippled one), and you can't really rehome too much units to it anyway, unless you are using crawlers. Which are broken by themselves, or so I believe and try to argue for in this very same thread.What if the AI uses the PS + rehoming units? I dislike the tactics and never use it, personnally, since it feels like an exploit, too easy to do.